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    posted a message on DataStore
    Quote from Lombra
    Well, as far as I can tell the required-dependencies is the only solution that really works. (as long as the Curse client is used) It does work, right? Won't remove the dependencies if another addon that uses them is removed?


    Yep, they work, and will trigger the curse client into installing some form of the required addons.

    But the alpha thing won't really work. All the repos are open; would it be frowned upon to tag them so the up-to-date files can be installed via dependencies? As far as I can tell the alphas are perfectly stable and used in Altoholic, while the tags are, in some (all?) cases, several years old.


    I can't believe anybody would give you grief for fixing an obvious oversight, especially one causing this much trouble.
    Posted in: Libraries
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    posted a message on Shadowed Unit Frames [official]
    Quote from rotary619
    I am a Demo Lock and don't have a Demonic Fury Bar.. How can I get this to work .. I tried looking in the config but only found a spot for Soul shards.. the power bar doesn't show the demonic fury either


    Unit Configuration -> Player (on the left side)

    Bars (across the top)

    Class/misc bars (on the sort of left side)

    Enable demonic fury bar
    Posted in: Unit Frames
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    posted a message on Recount
    Quote from Lombra
    By a coincidence I discovered that I need to do guid:sub(6, 10) (and not 7) to encompass all the creature ID bits. I checked with some other addons and noticed that Recount is using 7 too in at least one place.


    I don't have an extracted copy of FrameXML with me at the moment, but I could have sworn they'd added some global constants to define those bitmasks/sizes.
    Posted in: General AddOns
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    posted a message on DataStore
    Quote from Lombra
    So I'm in need of bundling DataStore. Is there a preferred method after all these years? I was going to go with required-dependencies, but I need the latest alpha as they are updated and stable while releases are way out of date. The client won't install an alpha version, will it?


    The client will, but AFAIK only if the end-user has toggled "preferred version" to alpha for DataStore and each of the DataStore_* modules that you/they intend to use. This requires the user to first install them the usual way, which gets the older now-broken releases, then toggle over to alpha, then update. It's not intuitive.

    To the best of my knowledge, there's no way to get the required-dependencies to specify "use the alpha version". It can be done with embedded libs, obviously, but not req-deps.

    DataStore isn't set up to be used as an embedded library, but the troubles caused by lack of a release tag is making me strongly consider ignoring the author's recommendations and just packaging it into my calling addons, making tweaks as needed. Things That Work > Wishes and Recommendations.
    Posted in: Libraries
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    posted a message on Help using special characters in files
    Quote from rageTG
    Would saving it in UTF mess up my other lines?


    Try it and find out. If it does, change it back, or make a backup copy first.

    If it's worth screaming "URGENT" then it's worth doing some experimenting.
    Posted in: AddOn HELP!
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    posted a message on "Safe to cast"
    I can't think of any reason offhand why it shouldn't work. But I'm on a lot of coffee and painkillers at the moment, so disclaimer, disclaimer, grain of salt, etc. Tracking cooldowns of arbitrary spells that aren't your own has been done (say, oRA3), and the red-yellow-green light logic shouldn't be terribly hard to code.

    I don't know what the combat event detection limitations might be for tracking what opposing players have cast. Haven't tried it myself.

    This coffee is really delicious.
    Posted in: Addon Ideas
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    posted a message on I'm so lost
    Quote from Phanx
    AceConsole is not a debugging tool. It's a tool for providing users with console (command line) access to your addon's options. For debugging in WoW, there's not really anything beyond just printing messages to the chat frame (or a custom frame if you want to create one).


    I recommend using tekdebug for this.


    I'm not quite sure what you're referring to that's "not [your] intention" -- I'm actually not even sure what your intention is, or if you have a specific goal in mind yet. It seems like you're just fiddling around with random stuff to learn right now?

    If you're just starting out, I would not recommend using any Ace libraries, or even any libraries at all. For the most part, they are either (a) very thin wrappers around game APIs that are already very simple, or (b) provide a lot of complicated functionality that you probably do not need yet.


    This bears repeating. Do you have a particular goal in mind? If so, modifying the code of an existing working addon is a good place to start, seeing how it does what it does.

    If not -- if you're just fiddling around for the joy of fiddling around -- then making a very basic addon that does nothing except, say, run a function when you login, is not a bad place to start. As you find new things to try, you can dump them into your existing "test bed" function without having to code up an entire addon around them.
    Posted in: AddOn HELP!
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    posted a message on SVs, null string vs nil entry
    Quote from myrroddin
    Okay, I finally got the customchatmsg to clear within the profile. Instead of selecting the existing text and deleting it then clicking OK, I selected the text and hit the space bar once then OK.

    After a /reloadUI, it was gone! That said, I am guessing that hitting the space bar is not the preferred way to delete an input field in Ace. Um, did I just discover a bug? It would follow that users would select and delete; in fact, that is how the bug was brought to my attention.


    I would expect the space bar to replace the value with a space character, not delete it.

    If I wanted to delete a selected input field, I'd hit backspace or delete.
    Posted in: Lua Code Discussion
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    posted a message on 5.4.2 GetGuildRosterInfo now includes realm name even locally
    So the first return value from GetGuildRosterInfo() is the player name. Starting in today's patch, there is apparently an undocumented change: the player's name is always "fully qualified" with the realm name, even if the calling code is happening on the same realm as that of the player being indexed.

    This makes complete sense, given the increased use of connected realms. Still, it would have been nice if they'd mentioned it beforehand. Or at all.
    Posted in: Lua Code Discussion
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    posted a message on Fixing the Interface Options Cancel button taint
    Slouken left Blizzard in 2011. I've no idea who took his place; whoever it is, player communication isn't a priority.
    Posted in: Lua Code Discussion
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    posted a message on method 'OnCommReceived' not found on self [WoWAce3]
    Post your *complete* code.
    Posted in: Need Help?
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    posted a message on method 'OnCommReceived' not found on self [WoWAce3]
    OnCommReceived is a member of DBJRaid. The only event registered in that code (CLEU) is on bresTracker. There's nothing in there calling between those two variables, and nothing at all to do with the addon communication channel.

    Are you sure you pasted the correct code?
    Posted in: Need Help?
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    posted a message on Recount
    Quote from Elsia
    @Phanx: Still trying to reproduce. I get delete requests only at beginning and end of scenarios not otherwise. I have not experienced mid-scenario delete popups. Need more details to reproduce I guess.


    I get them in the middle of scenarios/randoms all the time.

    Anytime somebody goes offline, there's a popup. When they come back online, there's a popup. Other players porting in or out sometimes causes a popup. Getting replacement players causes a popup.

    It's especially distracting when it happens in the middle of combat.

    The only checkboxes I have under Data Deletion are "Autodelete Time Data" and "Delete on New Raid" (with confirmation). The others are unchecked because they were too spammy. I also don't remember Recount's deletion popups being this attention-needy in earlier patches, so I'd totally believe that there have been subtle changes to event behavior.
    Posted in: General AddOns
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    posted a message on LibPrism-1.0
    Quote from Pelf
    You could even make some convenience constants on the library table: Prism.ADD and Prism.MULTIPLY. Though, to that, it seems a little odd to have "ADD" and "MULTIPLY" just sitting there with no metadata. (Yeah, I'm adding more when I was trying to take away...)

    Maybe:
    Prism.TintShadeMethod = {
        ["ADD"] = "ADD",
        ["MULTIPLY"] = "MULTIPLY"
    }


    (I miss enumerated types.)


    Without being able to write some support code on the C side of things, this is about as good as it gets, I'm afraid. You could add an entry like Prism.TineShadeMethod.DEFAULT = "ADD" and then other Prism code could make reference to that key instead of using "ADD" everywhere, but there's not much more that can be done in pure Lua to emulate simple enumerated types, or elaborate enumerated types a la Java.

    On the bright side, string comparison is O(1), so using strings as a "hamstrung enum" doesn't murder performance. :-\
    Posted in: Libraries
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    posted a message on Recount
    I'm giving the RecountThreat module a try, with Recount 5.4.0a. And it only ever shows my character, nobody else in the fight.

    This has been reported before (e.g., #3112 in this thread), but not recently. Has anybody encountered this lately?

    If I can find a fix for this, I may also try and figure out how to get it working with two Recount windows, one showing threat and another window showing whatever data I would normally choose to show. Skada was good at that kind of multi-window display, but I never had a reason to try it in Recount until now.
    Posted in: General AddOns
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